Custom Prestige Class: Help/Critiques wanted [Archive] - Wizards Community

Post/Author/DateTimePost
Gneral Kass

07-12-07, 08:05 PM
I created this prestige class because I wanted to do something a bit different with a psionic warrior. I had this image in my mind that the original member of this class was blinded but began sensing telepthic signals. Along the way they began to use the signals to not only enhance thei abilities, but also to see the world againin a new light...

Please let me know if there's anything i should change, increase, decrease, add, etc. Thanks in advance! (Also, sorry for the format... I don't know how to do the whole fancy window thing... lol)

Swords of the Minds Eye

There is a world within our world that most never get to see. It is brightest in the great cities and it hums with subtle energy on the grassy plains. It is the world of mental energy; of thoughts echoing out into the air and telling all there is to know to those who know how to listen. The order of the Swords of the Minds Eye have attuned themselves to this world by chance and through personal hardship. The order, which is more of a loose affliation of individuals, has to come to understand that even without the ability to see one can still be a perfectly able individual in this dangerous world. Each member of the order is blind, attuning their telepathic or diving abilities to the point of being a fierce foe in combat,and sometimes even being confused for someone who can see as well as normal people can.

Hit Die: d8

Requirements:

Abilities: Must be able to use telepathy as a spell/ability or able to divine the location of an idividual.
Base Attack Bonus: +3
Feats: Blind Fight, Dodge, Two-Weapon Fighting
Special: Must defeat a foe while blinded.

Class Skills:
Balance, Bluff, Concentration, Hide, Tumble, Stabilize Self, Autohypnosis

Class Features-

Level Base Attack Bonus Fort Ref Will Special
1st +0 +0 +2 +1 Alert Mind, Combat Assurance, Favored Weapon, Bonus Feat
2nd +1 +0 +2 +2 Evasion, Mind's Eye
3rd +2 +1 +3 +3 Non-existent, Bonus Feat
4th +3 +1 +3 +4 Combat Awareness
5th +3 +1 +4 +5 Bonus Feat
6th +4 +2 +4 +6 Uncanny Dodge
7th +5 +2 +5 +7 Bonus Feat, Improved Evasion
8th +6 +3 +5 +8 Cunning Evasion, Inirtial Armor
9th +6 +3 +6 +9 Bonus Feat, Improved Uncanny Dodge
10th +7 +4 +6 +10 Mind of the Hydra

Power/Spell Progression: A Swords of the Minds Eye gains power point, powers and spell per day equal to the progression her former class granted. If she has more than one class that granted progression this way she must choose which class progression she follows each level.

At 1st level, and every two levels of this prestige class afterwards, a Swords of the Minds Eye gains a Bonus Feat. These Bonus feats represent the Swords of the Minds Eye's telepathic/diving abilities enhancing her performance in battle, though she still must meet the prerequisites for each Feat. A Swords of the Minds Eye must choose her Bonus feat from the following list: Acrobatic Strike, Combat Focus, Combat Stability, Combat Strike, Combat Vigor, Elusive Target, Fade Into Violence, Greater-Two Weapon Fighting, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Rend, Iron Will, Lightning Reflexes, Mobility, Weapon Finesse.

Alert Mind: A Swords of the Minds Eye has trained herself to use telepathy/divination as a replacement for her sight, sensing out the thoughts of others to gain a rough understanding of her surroundings. She no longers suffers the normal penalties a character would incure for being blinded. However, she does suffer a -10 penalty on all appraise, decipher script, forgery, search, spot, and use rope checks. A Swords of the Minds Eye does boast the immunity to all gaze attacks and abilities the require the caster to lock gazes with the victim.

Combat Assurance: A Swords of the Minds Eye no longer relies on her eyes in combat, instead allowing her telepathy/divination to sense the intentions of her opponent's. Opponents can no longer successfully feint against her in combat.

Favored Weapon: A Swords of the Minds Eye must choose a favored weapon when entering this class. This weapon is usually the weapon she uses when defeating her first opponent while blind. After this weapon is chosen she can use weapons of the same type to channel her telepathic/divining abilities through so that they act as dousing rods for her mental senses.

Evasion: At 2nd level a Swords of the Minds Eye gains the Evasion ability as the Rogue ability in the Player's Handbook (see page 50).

Mind's Eye: At 2nd level a Swords of the Minds Eye constantly uses her telepathy/divination to paint a picture of her surroundings. When gaining this ability she permanently loses one power point or Spell slot per day (the player's choice if the Swords of the Minds Eye has both). This ability shows her where any living being is within 200 feet regardless of whether they are inside a structure or not. This ability also allows her to discern any beings current disposition towards her and whether or not someone is lying as if she constantly succeeds on sense motive checks. A Swords of the Minds Eye with this ability can make her way through a crowded area as easily as she would as if she could see.

Non-Existent: At 3rd level a Swords of the Minds Eye has trained her telepathy/divination abilities so that she can know when a divination spell or a mental search is being used to find her location. As a swift action the Swords of the Minds Eye can make herself and all gear she carries immune to the divination/mental search, giving the caster the result that she no longer exists on this plane.

Combat Awareness: At 4th level a Swords of the Minds Eye has trained her telepathy/divination abilities to new heights. When fighting defensively her Combat Awareness warns her of certain dangers. Attackers no longer gain the +2 bonus to thier attack rolls when flanking her. This ability does not affect her when she is attacked without the benefit of her Dexterity modifier to her armor class.

If, instead, she is focusing on offense she can channel her abilities into her favored weapons to add an additional 1d4 psionic damage on a successfull attack.

Uncanny Dodge: At 6th level a Swords of the Minds Eye gains the Uncanny Dodge ability as the Rogue ability in the Player's Handbook (see page 50).

Improved Evasion: At 7th level a Swords of the Minds Eye gains the Imrpoved Evasion ability as the Rogue ability in the Player's Handbook (see page 50).

Cunning Evasion: At 8th level a Swords of the Minds Eye gains the Cunning Evasion as in the PLayer's Handbook 2 (see page 78) even if she does not meet the prerequisites.

Inirtial Armor: At 8th level a Swords of the Minds Eye gains the Inirtial Armor Feat as in the Psionic's Handbook (see page 81) even if she does not meet the prerequisites. If she does not have have reserve power points the power stays active as long as she has an unused spell slot.

Improved Uncanny Dodge: At 9th level a Swords of the Minds Eye gains the Improved Uncanny Dodge ability as the Rogue ability in the Player's Handbook (see page 50).

Mind of the Hydra: At 10th level a Swords of the Minds Eye has trained her abilities to the extreme for martial combat. When fighting defensively she can not only draw her favored weapons, but she can also use her psychic abilities to draw two other weapons. These extra weapons must be her favored weapons and act as if they had the Dancing ability as decribed in the Dungeon Master's Guide (see page 224), floating around her and protecting her from arm by adding +4 to her Armor Class. However, while fighting defensively these extra weapons cannot be sent out to attack and the Swords of the Minds Eye must make a Concentration check every round (to be determined by the DM) to keep the weapons in thier defensive posture.

When fighting offensively the extra weapons stay sheathed until the Swords of the Minds Eye summons them into battle. Once per encounter per weapon she may summon one or both weapons. The weapons act as if they had the Dancing ability as described in the Dungeon Master's Guide, staying in the air for rounds equal to 4 plus her Constitution modifier. The Swords of the Minds Eye also adds 2d4 of psionic damage to the weapons damage total.

Special: If a Swords of the Minds Eye ever regains her sight she loses all abilities and feats she gained from this Prestige Class.